Strange Legacy - 1.16 RPG World (Markets Upgrade)

Discussion and development of scenarios and campaigns for the game.

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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Yeah that is bad luck, I will change the gold events to make you loose a percentage of gold and the civilians killed by sewer rats shouldn't count - but this has already been embedded into the 'latest' version, so you should not receive negative fame when an inhabitant is killed during a fight.
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Delicius169 »

Yeah It was really bad luck game, now it s better, thought rats are getting fatter and fatter, my wallet is getting bigger and bigger...
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Yeah, thats cool. I'm glad you like it. (even so I now increased the mission rewards for rats ;))

I've embedded and tested the code for the percentage. It works fine. From now on all gold event will drain 10% of your gold, instead of a fix number (also the global event taxes). You will now also be able to bribe enemy factions with 20% of your gold to get away (you will also get a reputation bonus in some cases).

Also there will be wandering npcs on the maps (random npcs that are teleported on the map to simulate movement).
This really looks cool, as if other players would actually join the play.
It makes all city and worldmap scenarios a lot better.
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Re: Strange Legacy - 1.12 RPG World - finished

Post by highquality »

I want to report 2 bugs.First bug; Random event where there was iron shortage in kingdom happened.I went to woodcutter to sell my iron.All the pictures for goods (wine, rocks, iron, cattle, etc.), and prices were gone.I checked, this happened to evey village and city market.When I tried to sell or buy anything, this message appeared: <Invalid WML Found> [gold] missing required amount= attribute.
I started to to do bounty hunter missions and explore the sewers waiting for pmarkets to recover and prices to go back to normal (hopefully this bug to disappear also), but it never went back to normal.About 5 global events passed and the prices wouldn't go back to normal.This bug would stay there forever probably.But then, after I explored city sewers and left them, my character lost all his armor and weapons.I came out of sewers and my character was naked, like he would be brand new.I'll include screenshots.If you need more detailed information, I'll be happy to help.
P.s. I play android version, since my PC was broken recently.Maybe these bugs appear only on the android version.
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Thank you for your feedback and the bugreport. This bug is not nice. I'm glad however it works on Android. I will check it and see what I can do!
Do you play on smartphone or tablet? Maybe I can test it on my smartphone and check what happens.

Do you know what version of Strange Legacy is available on the app?
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Re: Strange Legacy - 1.12 RPG World - finished

Post by highquality »

I play on tablet, Lenovo A7600-H.My wesnoth version is Battle For Wesnoth Legacy (1.10).Add-on version is 1.12
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

*Pew* That's a deprecated version (of wesnoth and the addon). There was indeed a problem with that event in this version!
I will upload a new version to 1.10 once I'm done with the current version.

As I couldn't upload it for christmas I added some cool stuff and made the game slimer, fixed bugs and made this version more charming than before.
However I'm not finished! It will be awesome - I promise ;).
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Re: Strange Legacy - 1.12 RPG World - finished

Post by highquality »

Cool.You know though, i think there needs to be a lot of testing done for this add-on on android.I encountered another bug.This one is way more serious, because you can't advance in storyline anymore.I bought a ship and set sail to get green seaweed for storyline quest.I got a random ship event fore an encounter, and this shoved up. The game map could not be loaded: Illegal tile in map: (Gs^Ftp) 'Gs^Ftp' The map cannot be loaded.
I'll include the screenshot below.I hope you will fix it sooner or later.
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Heindal
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Ok thanks, will see what I can do. The background is that I'm currently making this add-on for three versions of wesnoth with different terrains.
If a terrain isn't available the add-on will cause such bug, but only if you enter the map. Can you reload an auto-save?

From what I know from the other versions of wesnoth your saved game should still load after an update. That's cool but I'm not quite sure if this works on android.
But testing it on every platform (Android, IOS, Bada, Windowsphone, Linux, Mac, Windowsversion) is next to impossible for me as a freetime developer.
I hope you understand.
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Uploaded addon version 1.15.4 to Battle for Wesnoth 1.10, 1.12, 1.13

specials about BfW 1.10:

- I've changed all the maps and loaded them in the editor and changed terrains that had caused problems --> however this version could be a cultural shock for Strange Legacy Players of this version. It offers way more options. Have fun :).
- I've added some macros of version BfW 1.12. In case you have problems, please contact me.

specials about BfW 1.13:

- there are some problems with advancement of normal units. I did not fix this however.

The others proably ask what I did all the time between decembre 25th and january 4th.
I added some real cool stuff and tested them:

__________

- escort mission - a new mission given by traders, it can be very profitable (1000-10.000 + Tip), but there is a chance that it fails when the escorted person dies - each random event will cause an ambush, so be careful.
- wandering npcs - all worldmaps and cities are full of random npcs who wander the city and simulate a living city
- added shroud and fog for all dungeons, random encounters and city conquer mission to make them harder and make them feel more natural. It really has a cool effect.
- you can now talk to 'npc', by rightclicking on them and select "talk" - so far this is a 'nice to have' and adds some flair.
- repaired - Trader Guild Pictures
- added new killing missions - macro, which will reduce source code and complexity and allows to add new and random missions easier
- hunting missions will now be triggered independent from the place - this means if your mission is to kill a certain number of enemies, you can kill them anywhere.
- firstattack macro has been changed - when a unit attacks, it will now randomly say a random text, based on his/her race! Good attack textes for races would be appreciate.
(a real cool feature)
- merman and nagamissions to hunt each other
- you can now enter the 'fishingground' to hunt naga catchers for the merman nagahuntermission (not only for the storymission)
- new piratemission (to hunt pirates instead of pirateships)
- repaired - Kidnap Mission pictures
- shipcannon (Big Batsy) and Ballistafire now have an animation
- increased price for shipupgrades
- overworked parcel picture
- piratenest mission will now have a pirate captain that can recruit
- missions will now spawn messages with your questgiver
- You now have the chance to get missions proposals, while gossiping. The questgiver will pay some of the gold in advance.
- seperated options for missions, story and treasures/dungeons in diary
- overworked and replaced some images
- added greatships by wussel for harbourcity
- random ships will now be in the harbour each time you enter
- orc, dwarf, human hunt missions in the northland
- reduced chance for randomevent in capital city

_______

the other changes of this version were:

- added some wording corrections by Warrax
- added Snakecultist as class (suprise for Sfault)
- added nagahunter and snakecultist portraits (ageless era)
- made some terrain changes to the camps in darkwood
- renamed Dark Wood to Forest to avoid complications with the infinite dungeon Darkwood
- new loot dragonteeth, wolfteeth
- you can now craft attackamulets and tigeramulets which can be equipped by npcs
- furs, dragonteeth and wolfteeth can be sold in capital city
- Random monsternests within infinite dungeons will now be random, increasing the chances for unique encounters
- Enemy leaders within infinite dungeons will now be part of a random group, which will affect their type and their behaviour, as well as the recruitlist. Darkwood will now feature two unique groups such as deathelves.

Meet mysterious guardians, mad steam guard scientist, wicked necromancers, orcish warlords and many more.

- deathelves and steam faction added
- added death elves faction and dwarven steam faction
- New skills reading, scavenging, trapssetting, trapsense, looting. While reading (reading spellbooks), trapssetting (setting traps), trapsense - discovering traps in infinite dungeons simply activate the skill, scavenging and looting will have 3 levels, which can be learned by unique trainers. While the first level unlocks the ability, the levels above will increase the number of loot or scavenged material. Trainers for the third levels are well hidden.
- You will now get a fair ammount for defeating the crabs. The mission reward is increased to 20.000 gold and gives a nice fame and kingdom reputation bonus. Crabs can drop pincers, which can be sold at several places.
- Wolfmission a new additional mission to hunt wolves.
- Ratmission is now flexible and allows to attend several missions, witch increased numbers and rewards.
- The spider mission reward is increased to 8.000 gold, killing the source will be rewarded by 30.000. Elves now offer two additional missions which require to go to the 'Darkwood Dungeon' and kill a specific ammount of enemies.
- increased overall mission rewards
- overworked banditcampmission
- You can now use pickpocket npcs that are allied with you, if you fail the entire side turns hostile, so beware!
- repaired outlaw class picture, Skill picture
- you will no longer see a message for bounty reward and looting (because this tended to overwrite other messages, which are more important, but don't worry you will get your Loot and Bounty)
- Most faction raids will now allow several options to prevent them, not every option is allowed in every situation and factions will react differently according to their nature. However you can now directly influence the reputation by your behaviour.
- added attack-animations to randomattackers (mercs)
- Castles now have the Explore Castle Dungeon Option, which allows to enter a random dungeon.
- repaired the payment for the castle
- embassies now have labels to find them
- embassadors and other npcs will refuse to trade with you based on your factionreputation
- new random dungeon randomloot - gold coins
- added orcish trainer
- Nobles start with the Castle
- Vampire can now choose class "Noble" too
- did some race and class rebalancing
- corrected wording class and race description
- Infinite and Randomdungeons will now feature traps (again). The concept is a little bit different than before, as traps appear to be 'loot'. Dwarves however have a sixth sense for traps and will reveal them, characters with floating boots will not trigger them.
- the blood altar (available on -50.000 fame) will allow darksiders to shift and exchange their stats. This will increase their fame and will force the player to do more evil deeds to be able to use the altar again.
- added temple options to temple district
- repaired purse random event in capital city
- added dilemma random event to capital city
The future belongs to those, who believe in the beauty of their dreams.
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Re: Strange Legacy - 1.12 RPG World - finished

Post by tr0ll »

Heindal wrote:Uploaded addon version 1.15.4 to Battle for Wesnoth 1.10, 1.12, 1.13
The others proably ask what I did all the time between decembre 25th and january 4th.
I added some real cool stuff and tested them:
Spoiler:
:shock:
i considered it a productive holiday when i got the laundry done :P
your level of dedication deserves some kind of medal :)
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

Thanks, I always wanted to add these features and this was a good motivation. If you think about how much time we all spent with other hobbies or relaxing. I put all this time in my hobby and meanwhile I'm really good in coding things ;).
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Xargon »

Really enjoying this addon, great work!

Here are some remarks or bugs I noticed:
- Equipping units in infinite dungeons (and probably other locations as well) seems a bit buggy: When I equip a unit with an item, then leave the map, reenter and recall the unit, it still has the effects of that item, but the item does not show as equipped. Consequently, I can equip another item on top of the old one and the effects stack.
- I believe this has been mentioned before, but singing in taverns appears to be overpowered. Just singing/sleeping raises your skill very quickly, and then it earns more money than all other activities I tried so far. I started out with trading, which earns money very slowly, then discovered that treasure hunting is a lot more lucrative, and now switched to singing which is again vastly more lucrative than treasure hunting.
- Supporting the orphanage seems to reset your fame to 500 instead of adding 500
- The popup text when using a mana potion says mana +5, but it gives +20
- Why are stamina potions terribly expensive? I expected them to give a permanent stamina boost at that price, but they just refill
- What does the "floating" special ability do? I have it on some item, but did not notice a difference and it also did not show up on the character panel

edit:
Another quick question:
- Is the "too sad you don't have a lockpick" message also displayed if your lockpicking skill is insufficient? I just got it and I am carrying 80 lockpicks...
- Do the enemies in infinite dungeons get a linear defense and resistance bonus based on your level? It makes some enemies very hard to hit. I wanted to level up some mercenaries, but I can only walk around in one group with my main character since some enemies will just wreck any mercenaries I can bring.
- Splashpoison can poison units which should be immune (e.g. undead)
- Wardogs do not get anything for reaching max xp, it just keeps adding the numbers. I just got one to 52/45.
- I also get "I wish I had a shovel" in the dungeon when I do in fact have 7 shovels
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

I'm glad you liked it.

Thanks for the bugreports:

I already fixed shovel and lockpick problems.
(in earlier versions you just could have one shovel and one lockpick therefore it asked for string, instead of a number)

Tavern is indeed overpowered. But the reason is I can't code it as I want it to be. I want taverns to run dry - so that you can just earn a specific amount of gold in one place, forcing you to move to another city or place. This will require a wandering game style and would feel more realistic. I will pull this off in a later version.
I'm so far missing an idea how to do that. The best way to earn money is still to get a diamond mine, however. Life is unfair and sometimes ways are overpowered on purpose. Think about the class 'Nobles', who start with a castle worth 5 million (just a little starting help by the family).

I know the problems with Splashpoison, but always considered this as some kind of "acid" or magical poison, so I never changed it and proably will never change that.

The defence gain in dungeons is intended. As you can "convince" enemies to fight for you and recall them, it was always a good strategy not to train mercs, but to convince mercs in high dungeon levels. There are several ways for your starting character to avoid that. Maybe I will add an amulet to get hitchance and marksman specials for weapons. This would be a great addition to the players armies.

- Supporting the orphanage seems to reset your fame to 500 instead of adding 500 --> I believed to have fixed both problems will look into it
- The popup text when using a mana potion says mana +5, but it gives +20

- wardog --> ok thanks, believed that was already fixed too. hopefully you don't use an older version

- floating ability allows to avoid traps

- stamina potions can fully recharge your stamina. In addition with the worker amulet, which highly increases maximum stamina, you can almost work forever and recharge with stamina potion --> also some stamina skills are very strong

- infinite dungeons? nah I can't believe that. But i will check.
infinite dungeons are just scenarios like any other scenario - so either the problem will appear when you move to another scenario, or by accident you choose a unit without equipment. The information that a unit is carrying an armor is an ability which will still be there when you recall a unit. But I'm not sure what will happen if a unit turns into another unit by levelup. It could be that the information is lost. In that case - yes!
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Re: Strange Legacy - 1.12 RPG World - finished

Post by Heindal »

These bugs really teased me so I've fixed all the bugs reported by Xargon:
Current version 1.15.5.

Uploaded to BfW Versions 1.10, 1.12.,1.13

- you can now no longer equip a unit two times.

The background - when leaving the scenario, the units lost the variables, which saved the names of the equipment. :augh: It was to good to be true! :oops:
Without that your units will not be able to un-equip rings, amulet or armors once you leave a scenario. As long as you are in the same scenario you can of course switch the equipment as you want and of course, as long as they don't wear an armor, ring or amulet you will still be able to equip it.

- lockpick and shovel problems solved
- wardog amla solved (it was missing the amla default)
- as I repaired the wardog, I decided to replace AMLA Default with the new *fanfare* "Strange Legacy AMLA", works on all units in Strange Legacy, not for core units!
- for test reasons I've added books of training - than decided to add them to the game --> you can now find and use books, which have various effects on npc units. You now have a "Item" selection in the Equip NPC menu where you can use them. Of course you will need "Reading" to use them.

books of training will increase the experience by 50
books of lightning will give a hitchance special
books of fate will increase the defence and resistance
books of strength will increase the melee damage

With these books you can max out your mercs even more than before. But these books are hard to find.
(there needs to be a reason for grinding)

- singing and pickpocket now have a new formula

The new formular for the income changes:

The maximum gold you can get by singing is charisma * skill.
The maximum gold you can get by pickpocketing is luck * skill.

The minimum singing income is the worth of your charisma.
The minimum pickpocket income is your skill.

e.g. with 20 charisma and 100 bardskill your income is between 20 and 2000.
e.g. with 20 luck and 100 pickpocketskill your income is between 100 and 2000.

- I've added 2 pieces of equipment, which now increase both pickpocketing and bardskills.
With the existing equipment you will now be able to reach a skill of 200 in both areas.

You can even exceed this, by finding ancient knowledge or special books, which increase skills.
With a stat at 30 and a skill at 200 you can reach up to 6000 income for one click (which is still very good, but harder to reach).

- you will now be able to pickpocket when your fame is negative
- you can no longer lose the game by running out of gold
The future belongs to those, who believe in the beauty of their dreams.
Developer of: Trapped, Five Fates, Strange Legacy, Epical
Dungeonmasters of Wesnoth, Wild Peasants vs Devouring Corpses
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